/**
* @class
*/
function Settlement() {}
Settlement.prototype.Schema =
"<empty/>";
Engine.RegisterComponentType(IID_Settlement, "Settlement", Settlement);
/*
* TODO: the vague plan is that this should keep track of who currently owns the settlement,
* and some other code can detect this (or get notified of changes) when it needs to.
* A civcenter's BuildRestrictions component will see that it's being built on this settlement,
* call MoveOutOfWorld on us (so we're invisible and only the building is visible/selectable),
* tell us that its player owns us, and move us back into our original position when the building
* is destroyed. Don't know if that's a sensible plan, though.
*/